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NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Old 09-14-2010, 04:11 AM   #129
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Originally Posted by phant030
Second, you can't really access your full vertical leap when attempting to block a jumper from a defensive stance....you can get a good contest, but just b/c you have a 40 inch vert doesn't mean you can access it from a defensive slide or stand still. Just as the player shooting the jumper doesn't jump 40 inches up to shoot his J but somehow is able to shoot over the top of defenders know when and how he will shoot.
yep, part of it is anticipation for the defender, so timing is very important.
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Old 09-14-2010, 04:13 AM   #130
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Originally Posted by rEAnimator
I had a long PM message with Da_Czar where I explained our reasoning on the high verticals for blocking.

I have to run in a second (in korea at the korean games conference about to give my presentation) but I'll give it a quick go here.

Yes the verticals are unrealistic. But we did that intentionally to make another aspect of the game more realistic.

Basically, we took real life scenarios and tested them out in the game to make sure the game was responding like real life.

So take two equally tall players, put the defender right up on the ball carrier and and tell the defender "I'm going to shoot the ball in 3 seconds" and then do it.

In real life, the defender should block that shot 9/10 times.

In our game at the time, with realistic verticals, you could never, and I mean never, block that shot. The reasons are reaction delay, the time it took the animation to play out with the proper gather, and the general controller latency.

So we tuned the game until we got a real life result for that scenario.

We then proceeded to do the same thing with a ton of other real life scenarios.

What you're left with is a game that "controls" like real life, gives realistic results, but sacrifices realism in other areas, like verticals and jump gathers.

People may not agree with our choices, but you have to admit that it is a perfectly valid approach to building a sim game.

And it offers something gamers haven't had before in a basketball game.

Usually that kind of thing would be appreciated by the hard core.

I'm hoping once the demo gets out people will start to understand better.

hope this made sense...so jet lagged
I really don't understand your version or EA version of sim, you can't make the players do unrealistic things then say we are sim, no you're not.
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Old 09-14-2010, 04:18 AM   #131
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

This just reminds me of the "hitch step" in madden. To get a more realistic pursuit angle, they made the ball carrier run in place for a 1/2 sec every yard.
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Old 09-14-2010, 04:22 AM   #132
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

Quote:
Originally Posted by rEAnimator
I had a long PM message with Da_Czar where I explained our reasoning on the high verticals for blocking.

I have to run in a second (in korea at the korean games conference about to give my presentation) but I'll give it a quick go here.

Yes the verticals are unrealistic. But we did that intentionally to make another aspect of the game more realistic.

Basically, we took real life scenarios and tested them out in the game to make sure the game was responding like real life.

So take two equally tall players, put the defender right up on the ball carrier and and tell the defender "I'm going to shoot the ball in 3 seconds" and then do it.

In real life, the defender should block that shot 9/10 times.

In our game at the time, with realistic verticals, you could never, and I mean never, block that shot. The reasons are reaction delay, the time it took the animation to play out with the proper gather, and the general controller latency.

So we tuned the game until we got a real life result for that scenario.

We then proceeded to do the same thing with a ton of other real life scenarios.

What you're left with is a game that "controls" like real life, gives realistic results, but sacrifices realism in other areas, like verticals and jump gathers.

People may not agree with our choices, but you have to admit that it is a perfectly valid approach to building a sim game.

And it offers something gamers haven't had before in a basketball game.

Usually that kind of thing would be appreciated by the hard core.

I'm hoping once the demo gets out people will start to understand better.

hope this made sense...so jet lagged
this is still confusing me. what exactly is this offering me. Why fix one thing, but create another problem, and then feel as if you made the right decision? I dont see how saying "why dont we have them jump unrealistically to fix this" makes it a solution?
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Old 09-14-2010, 04:24 AM   #133
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Originally Posted by bmgoff11
even 2k has unrealistic things put in the the game to make it play better which everyone seems to make the game sim//so dont get on elites back for making the game play better /
yeah and people complained about it and they got ride of it, EA need to to the same. it does not make the game better it make it worse it takes ways your control.
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Old 09-14-2010, 04:26 AM   #134
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Originally Posted by phant030
Second, you can't really access your full vertical leap when attempting to block a jumper from a defensive stance....you can get a good contest, but just b/c you have a 40 inch vert doesn't mean you can access it from a defensive slide or stand still. Just as the player shooting the jumper doesn't jump 40 inches up to shoot his J but somehow is able to shoot over the top of defenders know when and how he will shoot.
Thing is, an overcommited defender, especially one trying to block a jumper will usually get faked into oblivion which you see in alot of these videos (accept they then magcially come back down in a figure 7 to recover), or he gets pump faked into a foul or whatever.

For years in the promos Ive seen a bunch of times guys getting their jumpers blocked and it always looked odd, but now I see why. Its just not what you see happening in real life
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Old 09-14-2010, 04:55 AM   #135
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Originally Posted by dredre
not the best elite video out, and no contact by the defense? smh...how can this look better than 2k11 how!?
Perfect!
Lets compare the games!!!
GOOD IDEA!!!!!

I think Elite looking better and better and I am really looking forward to try the demo!
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Old 09-14-2010, 05:22 AM   #136
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Re: NBA Elite 11 Video: OS Exclusive All-New Hands-On Control: OJ Mayo

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Originally Posted by Boilerbuzz
Be careful with that request. If you want players to respect momentum, you're going to lose a large element of control. You can't have a guy not go where he's wants to go if he has to slow down, turn, and accelerate...
But thats been around since Madden was 2D. Thats why Live had all the sliding last gen. We have always traded control for realism. The problem is when the momentum is messed up like 2k9's. The key is giving the user the control to dictate the momentum so Crawford could slow up and avoid taking himself out of the play.
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